Unable to Click Jet Fuel Starter (JFS)
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There is also a problem if you join sometime after T-20:00 the AI will be in the middle of trying the JFS start when you join the airplane and you will expend the JFS charge without even knowing it.
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The BATT-Switch was in the Main Position and I only clicked the JFS once. I do the Preflight-Checks with the Checklist of BMS in my hands and I check every step. So it should work.
I don’t know, what the problem was.
Ther was a description in the net that the throttle axis has to be moved completely foreward and back. Can anybody comfirm this? -
Ther was a description in the net that the throttle axis has to be moved completely foreward and back. Can anybody comfirm this?
This is only for the Idle Detent to work … JFS should start.
I bet on a mistake on your side, maybe a double (inadvertent) click. Anyway … Just report if it happens again.
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A mistake on my side cannot be absolutely excluded but I don’t think that it’s the reason. I think I cklicked it only once. Will have a look at this und report, if it happens again.
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Was throttle all the way back ? Seem to remember from long time ago, that throttle should be all the way back, independent of idle detent needing to be pressed to advance throttle after it’s up.
I always push throttle all the way forward, then all the way back to ensure end position.
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Post #4
You might as well ENSURE that the analogue values of your throttle are reset. So first thing to do once you’re in 3D is to recycle the throttle all the way up, then all the way down.
There might be some issues where the throttle axis is not awoken. Cycling it might solve that possible source of your issue
The JFS may not engage if your throttle is not reported at zeroDoes that work?
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Not just up. Play with it up and down a few times.
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Not just up. Play with it up and down a few times.
Sry, didn’t write it exactly, cycled the throttle forward and back, but I’m not sure, wether complete forward.
Will try this next time, if this problems comes up again.Thanks for your help
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As Niox is in my squadron i can maybe add some point: he had for sure the BATT switch in the right position. Our SOP say the flight connects on UHF Backup before starting the engine.
On our first 4.33-Testrun with a high number of clients (27 as far as i can remember) we had an ferry flight out of Kadena. At the first try we ALL pilots except of two could NOT switch the JFS on so we had to start the mission again. We altered the Connection Bandwidth and on the second try it worked, so maybe it can be a problem with the online connection, at least there is a small suspicion.
On the last flight on Tuesday Niox was the only one with this problem.
I can report observing the same thing. For reasons unexplained, in larger groups multiplayer TE flight, one or two client pilots may be unable to engage, JFS, or sometimes NWS, or very rarely CRM… which appears to be random, but is persistant for a specific jet or pilot, until server restart.
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i may be wrong here, so i’ll just say i’m speculating but in the bms manual all the way at the bottom there is the bandwidth graphs research that a few guys have done, now one thing i noticed from that research was that they only used server/client (singular) so 2 people total, so it didn’t mention anything about what adding players to those tests would do.
what it does mention is that for player position update it uses 40 kbits of upload. now the server uploads 15 kbits for every AI aircraft as the server owns every AI in the game. but the player owns his own ship, it isnt owned by the server so the player is responsible for uploading his/her own position to everyone on the server.
so let’s do some maths, if everyone is connected p2p to the server and 1 player send his position to the other players in the server and let’s say we have 11 players total (including the server) that is an upload of 10 * 40 kbits = 400kbits/sec upload from 1 client, that same client is also recieving that same 400 kbit/sec from the other players to update their position in his 3d world.as i’m not sure how they did their testing and there is a graph in there showing 3 total players i’m not sure how right i am in saying that adding clients increases the upload and download rates per client, possibly leading to oversaturating the allowable bandwidth set at 1024 (which most of the people use i think)
i also don’t know how the bandwidth setting works as far as bms itself goes, is the 1024 kbit setting up and down combined. or is it seperate so 1024 up and 1024 down? giving a total combined bandwidth of effectively 2048.
i don’t know who made these graphs but i’m very thankfull for the research that has been done already, but i also think that if/when they find the time to see how it scales with say 10 players and see what bandwidth setting they come to. and from there one can extrapolate how much bandwidth needs to be set for how big a server.